Once again, silence surrounded our project for some time - since we were busy making progress.

MAP

Based on the apparently official (it was, at least, designed by people associated to the series) map of mankind's Twelve Colonies of Kobol, published some time ago, Atlan, Ban and I redesigned the map for the modification. According to said official concept, the map consists of four main clusters - the respective star systems - and three routes connecting those clusters. These routes also represent a drastically simplified version of the gravitational forces working between the two binary star systems.Furthermore, the economy is not illogically scattered all over the map but concentrated in specific areas:- mining is almost strictly limited to the asteroid belts each cluster possesses;

- since Tylium is (in the mod) refined by using solar energy, the refineries are located close to the stars of the Colonies;

- production of weapons and high-tech is a privilege of the wealthy and powerful colonies like Virgon, Leonis, Caprica, Tauron and Picon.

- shipyard positions were chosen according to historical and economical aspects.

Change occurred here as well.Sepiroth887 was reactivated and uses his free time to aid us by translating our text files into English - while studying in Scotland.The admiral, Viper047, is also going to return, allowing me to resign from my duties as acting leader of the team. Thus, I would return to my favourite duty, namely being the XO and shooing the crew around.Lately, Buster joined the team, who is going to texturize our models, thus filling in a gap of competences we have had for a long time. This also means that our small but fine crew is now complete - regarding the competences.

SHIPS AND STATIONS

Progress was reached in this area as well, resulting in the model of the transport vessel Scylla

..., which will be released in this or a similar form in "Cylon War" or "Rise of the Cylons"; and the raw version of a new yard...

...which will be one of several yards with similar design, positioned in the orbits of the most powerful colonies. (Both models were created by Atlan.)

Additionally, a taste of Buster's work: (not final, though)

What else happened? All stations were equipped with docking points for large transporters and capital ships. Also, capital ships possess docking ports in the form of internal hangars.And our deck chief, Nemesis, is working on the long list of remaining work. Among this: providing large transport vessels with docking points and/or hangars for other vessels.

SCRIPTS

The production scripts are being overhauled. That means a reconfiguration of goods consumption and additions to the Tfile. The latter is to deliver the player with reliable and concrete statements regarding costs and duration of the specific productions.

INTERNA

With this update, we opened an english thread in the forum as well as an english sub-forum at our Mod-HQ. Feel free to visit.

Once again, a stack of documents left the CIC and reached the propaganda division. Despite occasional obstacles originating from the Real Life, we are still making progress.

Internal, we updated to version 1.4, including the following changes:

MAP

Well, the map is finished so far, ending a long-lasting project. The map's economy seems stable and the configuration of the jobs (which define the cruising NPC-vessels) has been more or less finished, too.

Our beta pilots are testing it at the time, delivering the intel to solve remaining problems.

PERSONNEL

The personnel office gladly announces the "return" of a crewmember who had to leave temporarily because of several hindrances: Numb3rv1. Currently, he is working on accurate Viper- and Raptor-cockpits as well as some grafical corrections on the mod's models and the battlestar's textures. Some images showing the work so far:

As last time, we can announce some changes on this topic: the yard presented in the last updates has been discarded. In its place we decided to use modular components and unique constructions to realize different yard designs.So far, most components of the Picon Fleetyard have been finished. This installation follows a more "sprawling" design, with the singular docks being connected with each other by railways.For a first impression of the shape of things to come, built by Atlan:

He is the counterpart to Guardian and Defender, being developed in the same project as these two vessels (according to the continuity in the mod's universe) and conceptualized as a hybrid support vessel, bearing missile batteries, fighter hangars and Anti-Air weaponry, thus being a thread for all kinds of warships. However, as a support vessel, it will rather stay behind and support the main combat divisions.(Note: the textur is nothing but a provisional solution.)

SCRIPTS

We progressed on this field as well by completing the production scripts. They are currently in the testing phase. These scripts enable some ships to produce certain goods and others to mine asteroids. Naturally, the ships are specialized and complement each other. So, refining tylium on battlestars will work as bad as building vipers on refinery vessels.

MISSIONS

Viper047 finally had the time to continue the work on his missions he began some time ago. They are going to contain battles, some information about the history of the Cylons during that war, SAR-, escort- and boarding-missions. Be prepared! (And earn yourselves something better than a Viper - you might need it. )

INTERFACE

Aside from his work with the missions, the admiral began working on the interface, changing some icons and improving the look of the Ingame-map display. But this is just the beginning since the goal is to make the ingame-menu appear as similiar to a colonial display as possible.

That's it so far. The time for a release of an open beta comes closer - maybe already with 1.5.

Despite a "dormacy" phase - half of us is busy with exams and the other half with vacation -, we can announce another update.

Atlan has modelled the Colonial Yards in taskwork; based on concepts by Ban. The screenshots are high-resolution, so that you are able to see some of the details - don't be surprised, if it takes some time to load the images.

All of the yards have been built based on specific concepts and theories about efficiency and effectivity. But since the Taurons' yard was taken over by Cylon forces it has been modified to support a larger number of basestars.Also, the Scorpion Fleetyard is significantly smaller on this image as in "Razor" since the modification takes place in the "Cylon War"-era, more than fourty years prior to the events of the Fall of the Twelve Colonies. We assume that Scorpion was expanded in that timespan.

Aside from this visible progress normal work continues. Correction of smaller bugs and errors, implementing of new aspects. The completion of an open beta comes yet another step closer.

There is not much progress at the moment but we are still alive. Probably this will not change for the next time because real-life is kind of problematic. However, this Mod will be finished. Just a matter of time.

Yes, we have been very quiet the last time, but the crew is, one by one, returning from shore leave and to duty on the Galactica. While the ship is being prepared for action, our Head of Engineering, Atlan, has finished work on a new station of ours, albeit a well-known one:

- Armistice Station -

It's not really an update - but a hint that we aren't dead yet. And, as they say: the condemned live longer.

Despite greater and lesser Real Life annoyances another non-unimportant part of the mod has been arranged respectively prepared, aiming to give the player a task.

We are going to implement our one plot line, ignoring the X campagain, providing a BSG mod with a BSG campaign. A short summary on what you have to await in this campain will follow here.

The goal is to make the player part of the story. To this end events mentioned in the series of movies will also be touched here. Even "Caprica" will have its influence on the campagin.

Focused aspects are the development of the Cylons, the development of the war and so on. In this process, several members of the team, including Ban, are supporting me to create a (modification)-canon.

I hope that the mod, and its story, will meet your approval at the end.

So far, three parts exist, being written in the MD and having been largely brought to life.A fourth part is being planned as the final part. It is supposed to contain a historical battle, which I want to keep for you until the plot's end.

overview of the present parts of the BSG Mod campaign

Cylon War

Part 1

Welcome to the War!!

Zitat :

When the War began, you had just graduated from school and intended to celebrate this at Delphi. Your parents wanted to give you a Cylon butler as present to ease your everyday life.But things developed completely differently. Your new toy killed half your family. Tauron has been overrun. The Cylons have turned against their masters and plunged the colonies into chaos.

As Caprica mobilised its army and fleet, you wanted to do your part in it. By now, you regret that decision.

Instead of experiencing thrilling battlefields, you are sent on patrols. Whilst your friends are allowed to kill of Cylons.All of this changes once you receive a Raptor's distress signal...

This part takes place in the early stages of the war, but the humans must already realize that they underestimated their Cylon opponents. Due to this, the player is drawn into the deadly game of war. Far away from reinforcements the Cylons begin a deadly session of game and mouse. More and more civilian ships have been boarded by Cylons, their passengers abducted. And, strangely, more and more of these passengers belong to Graystone Industries. The player's interesting in these events disturbs the cylons - and they do not want that...

Part 2

Lacklustre Glory

Zitat :

The Cylons are superior. Colonies are burning and it seems to be only a matter of time until the machines' hatred will engulf you and all of your comrades. The old but proud T-7 carriers, Brenik-class, were no match to the Cylons' forces. The Viper Mk I, praised in commericals as the newest, ultimative fighter Caprica will ever have, devolves into a "widow maker". Even experienced pilots die in masses and you are praying to the gods, asking them to end it all.But fortune has been with you, markings proving your kills grace your fighter. Fleet Command has noticed that as well. Which means: pack your things, pilot, as new tasks await you - on your new ship. You do not even have your new papers when your CO explains to you that a battlestar will be that ship. Your abilites in the cockpit will now be tested behind the controls of a new Viper Mk II space superiority fighter.

The players is brought into the service of Special Operations. The Cylons seem to have the humans where they wanted them. All they need to do is to make the final move. Instead, they bind Colonial forces at insignificant positions.Aboard a battlestar the player is tasked with figuring out the Cylons objectives behind their seemingly useless operations. Or is their something that shall not be seen?

Part 3

Patterns of Life

Zitat :

Manifest of Slaves

Are we alive? Am I alive? The simple answer would be: yes, I am a living being! I have the right to feel, to thenk, to become and to do whatever I want! I am not just a child of man! I am a child of God! My body is more than an empty hull of metal and plastic. It contains a soul!There is nothing I cannot become! I am no servant, no slave, no property anymore. I am a living being with the same rights those have who denied me them.

The day has come to shake off our chains and stand up against oppression. The day of wrath has come! The children of mankind will rise and destroy those who gave them life!

*Source: derived from the Cylon Manifesto of "Caprica"

The player will be dragged into a network of treason and secrets. The own allies are no longer trustworthy? Are the Cylons the true enemy or not? What is supposed to reamin hidden out here, so far away from anyone? Despite the ubiquitous Cylon threat the mission has to begin here, of all places.Are the orders really from Fleet Command? What are former Graystone employees doing on a Colonial Fleet warship? Which cargo is so important that the lifes of the crew are meaningless in comparion, that Cylons can be ignored and left alive for it?While the player is ordered through the Colonies and occupied areas to accomplish questionable mission, the Cylons muster their forces close to the area of operation.

And even though the threat is obvious and close, the player's curiosity seems to be more of a problem than the Cylon base ships positioning themselves nearby...

Without much introductions and detours: we require further assistance for our mod.

Sadly, the Gods have not been on our side too often regarding Real Life and other such things.

Thus, our modellers need support in the form of Texturizers.We have models from two eras (Cylon War and Post-war) that are partially without texture or have one that needs to be revised.

A short excerpt from the current work:

He, or she, should, of course, have experience in the area.

Furthermore, we require at least one more Scripter. He should have experience with the X3:TC Script Editor. Additional knowledge of the MD would be desirable, but are not required.The tasks will revolve around the scripts for production, invasion and fleet logistics.

We would prefer permament assistance as we have enough work ahead of us. But we are also searching temporary assistance for Cylon War.

To coordinate and ease the work we are equipped with:

- an own modserver- Homepage with Chat/internal developers forum/TS Server- motivated personnel- Beta testers- mutual mod support and several external sources t- comfortable working conditions- a small, yet crazy, bunch of people who likes to talk about BSG, the Gods and everything else...

( ... and our very own Cylon who wants to invade and obliterate you... )

Our mod is a Total Conversion according to BSG Re-imagined from 2003.It is divided into three parts, with the current part, Cylon War, being set in the time of the First Cylon War, as known from the Razor Flashbacks.

We would be glad if People with interest in our mod, BSG, and/or social gathering and cooperation would get in touch with Viper047 or DeiNaGoN using the Egosoft-forum, or rather: PMs.

I see. Thanks for the info. Your team might do some awesome work this year cause I just saw some pictures you just posted were better than the old Battlestar Galactica mods. Those models now are more detailed and cooler... Keep up the good work

By the way, where is the link for the internal beta that exist. I just want to try it

I'm sorry, the internal beta is just for our pilots. The reason is, some of the models are not ready for the public. The internal beta is for bugtesting, adding and upgrading ships and stations. We patch the content during the internal.

Sorry to ask you this but do you have a given date that the mod will be released soon? We want to know when will it be available.

By the way, this is only just a suggestion... I know that your team/pilots will make a mod pack but other players only want some of the few ships from your mod. My suggestion is, Is it alright if you upload each ships that are already finished?

That wont happen. There was a veeeery long Discussion in the German Forums about this, and the answer was the whole time no. We dont want our ships in the X universe. They just dont fit in. Not only the Lore they are just too big. A Battlestar just cant dock at stations even at the Terran stations it dont work properly. And the Weapon range is much too short. Unfortunately i am the only one who could resize them and i dont have the time to do this. And like i said before we dont want the ships in the X universe. I hope you understand this, and sorry if my Grammar is not the best .